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Protoss in Warhammer 40K

The mighty Protoss, who claim to be the descendants of the Old Ones, who they refer to as the Xel'Naga in their myths and history, have finally revealed themselves to the rest of the universe. The reason for this is not the fact that they wish to, however, but because they must fight a foe that they alone cannot defeat

The Protoss form a very powerful, and thus very expensive army. They possess a good amount of close combat warriors, several descent gunners, and several powerful heavy support selections, as well as sneaky assassins. They all have the capacity for good saves, most have descent statistics, and several have bizarre, but powerful attacks. On the downside, they are horrendously expensive, and thus they will likely never field a large army, at least when compared to their enemy's. Also, if the opposition has the capacity to wreak havoc with psykers, then virtually every Protoss is in for trouble. Few things can ruin a Protoss army faster than a sneaking Culexis Assassin. Also, while the Protoss have a respectable variety of selections, they are unlikely to ever be able to field many of any of them, as most everything they have is so pricy.

SPECIAL RULES
Shields: The Protoss are a powerful, advanced, psychic warrior race, but they are frail as individuals, and few in number. To protect their valuable lives and expensive equipment from the ceaseless wars they must fight, the Protoss have mastered using their psychic energy to create shields around themselves. As well as granting the Protoss a 4+ Invulnerable save, if it fails, they may re-roll again at their normal save if such a save is allowed. The shield save is considered Invulnerable. (Adds a +20 cost to the unit, for clerical knowledge.)

Shields (an alternate rule): For those who feel that this is too overpowered, and I know that you are out there, an alternative would be to use Force Fields, like Commisar Yarrick from the Imperial Guard Codex. In this case, the shield decreases the Strength value of all incoming melee or ranged attacks by a roll of d6.

Psyker: All Protoss, not including Reavers, Photon Cannons, and Interceptors, count as psykers, even if they do not have powers. Thus, any ability that can specifically target a psyker, such as Culexis Assassins or Necron Pariahs, can affect vitually any Protoss.

Psychic Resistance: Many of the Protoss are potent psykers, and even those who aren't have enough psychic strength and skill to resist the powers of others. Whenever a psychic power is targeted on a Protoss squad or character that requires a Psychic test, that unit can resist it by rolling a D6 and adding the higest Leadership value in the squad. The power user must roll higher on a D6 adding his Leadership to penetrate the Protoss' defenses. If the psyker rolls under the Protoss squad's score, the power fails. Minor Psychic powers have no effect on the Protoss.

PROTOSS ARMOURY
ONE-HANDED WEAPONS
Plasma Pistol:
Power Staff:
Psi-Blades:
Shields:
Warp Blades:
TWO-HANDED WEAPONS
Antimatter Cannon:
Shields:
Shields:
Shields:
Warp Blades:
Antimatter Cannon: The armament of the Dragoon, these smaller versions of the Protoss Photon Cannon are affixed to the walker frame and fired by mental command. They allow the Dragoon to set down a powerful barrage of cover fire while the Zealots move into close combat.
Khaydaran Crystal: See Spirit Stone.
Muscle Augments: Some Zealots embrace combat more than others do, and these individuals are sometimes willing to go to extremes to be great warriors. Those who are willing can have synthetic muscle and connection materials inserted within them, increasing their Strength by +1. However, doing this is not looked upon well by the Conclave, as the Protoss feel that they are already purity of form, and thus altering that form, while not quite heresy, is not respectable. Any Zealot wishing to advance to the level of High Templar will have to have them removed first.
Plasma Pistol: A rarely used weapon by the Protoss, this is a holdover from their distant past. As the Protoss as a whole either have larger weapons built into their warriors, or favor close combat, most protoss do not carry these guns. Note however, that since the Protoss are at least as advanced as the Eldar, if not significantly more so, they have long gotten past plasma weapons overheating, and thus theirs do not. Otherwise, they are normal plasma pistols.
Power Armor: The Zealots make use of strong power armor to protect their otherwise frail bodies in combat. These suits of yellow cerametal grant their wearer a 3+ Armor save.
Power Staff: Almost as much a symbol of their office as it is a weapon, the power staff is the weapon of choice for the Judicators, who do not fight unless it is absolutely necessary. These ornate staffs are charged with the Judicator's potent psychic energies and act as power weapons in close combat. Instead of this, the Power Staff can also be used to increase the range of the Judicator's psychic powers by half. Only Judicators may wield these staffs.
Psi-Blades: The armament of Zealots, these blades are focused psionic energy. The manipulation of these blades is the first step of the Protoss in mastering their inherent psychic powers, and with extended use might come the day where they can advance to High Templar. These blades act as force weapons, though not otherwise as power weapons, so that a successful psychic test kills a victim, but each attack requires a successful Psychic Test, thus each Zealot attacking with psi-blades must make a Psychic Test for each attack, and if the test fails, they lose that attack for that turn. If the second Test fails, or the player chooses not to make use of the Force power, then the psi-blades wound normally, allowing normal saves. Since they come in pairs, psi-blades grants a +1 Attack modifier.
Speed Augment: Zealots are close combat specialists, and as such they want to get into combat as soon as possible. Thus, some Zealots make use of servos that can be installed in their power armor that allow them to move further than normal. Consider these units as having Fleet of Foot. Units that get promoted to High Templar through experience must sacrifice these, along with their power armor, in favor of the combat style employed by the High Templar.
Warp Blades: These large blades of psychic energy are wielded by the dark Templar, and are much like psi-blades, but much more powerful. They count as power weapons and force weapons, much like a Grey Knight Grand Master's Nemesis Force Weapon. They do not require a Psychic Test, except for their Force power. Since they come in pairs, warp blades grant a +1 Attack modifier.

-HQ-

Judicator

The religious leaders, and therefore the true masters of the Protoss people, the Judicator caste governs the Protoss, preaches the ways of the Khala, and is the most prevalent voice of the Protoss heard by the other races of the galaxy, as they are often also the diplomats. Judicators are elders, politicians, and statesmen, and they are powerful in the ways of the mind. However, among the Protoss, they are the most arrogant and unyielding, which is why so many other races get that impression about the Protoss as a whole.

Unit Name Points/Model WS BS S T W I A Ld Sv
Judicator 4 5 3 3 2 5 2 10 5+/4+*

Number/Squadron: 1-3.

Weapons: Heavy Gauss Cannon.

SPECIAL RULES
Protoss: Judicators follow all the special rules for Protoss above.

Psyker: All Judicators are potent psykers. They must purchase Psychic Powers from the list in the Armoury below.

Inspirational: A squad led by a Judicator may re-roll any failed Morale checks.

Executor

The military leader of the Templar Caste, the Executor leads the Protoss fleets and forces into battle against any enemies.

Unit Name Points/Model WS BS S T W I A Ld Sv
Executor 65 5 5 3 4 3 5 3 10 3+/4+*

Number/Squadron: 1.

Weapons: .

SPECIAL RULES
Protoss: Executors follow all the special rules for Protoss above.

Psyker: All Judicators are potent psykers. They can purchase Psychic Powers from the list in the Armoury below.

Matriarch

Unit Name Points/Model WS BS S T W I A Ld Sv
Matriarch 75 5 5 4 3 2 5 2 10 4+/4+*

Weapons: Warp Blades.

SPECIAL RULES
Protoss: The Matriarch follows all the special rules for Protoss above.

Independant: See Inquisitorial Assassins, Daemonhunters Codex.

Secret Deployment: See Lictor, Tyranid Codex.

Invisible: Dark Templar move invisibly across the field, going unnoticed by most opponents until they strike, and then they disappear again after they do their job, in order to move on to the next target. To represent this, any squad not in close combat with Dark Templar that wish to shoot them must roll to see them first. Roll a D6, on a 5+ they can be seen and targeted, but if the roll fails, they cannot be targeted and the would-be shooter loses the opportunity to fire upon another target in the confusion. In close combat, this roll becomes easier, as the Dark Templar is right there. In close combat or assault the roll to see is 3+.

Invulnerable: Dark Templar are assassins, and as such, their movements are quick and agile. This allows them to dodge incoming blows, thus their Wound save (not Shield save) is invulnerable.

Heretics: As the Dark Templar were banished for heresy against the Conclave, Judicators still harbor hatred and revulsion for their dark brethren. As such, and army that is led by a Judicator cannot field Dark Templar Matriarchs.

-ELITES-

High Templar

The greatest among the Templar caste, as the name implies, the High Templar are those who have mastered their psionic powers so much that they forgo using any other weapons in combat. They lead the zealots and dragoons into battle, and support them with their potent psionic powers. They also teach the soldiers combat strategy. These battle-hardened veterans use their psychic powers to support their troops and confound their foes, throwing up illusions to fool the enemy while releasing psychic lightning to rip their foes to pieces.

Unit Name Points/Model WS BS S T W I A Ld Sv
High Templar 20 4 4 3 3 2 5 1 10 5+/4+*

Number/Squadron: 1-3.

Weapons: .

SPECIAL RULES
Protoss: The High Templar follows all the special rules for Protoss above.

Psyker: High Templar have mastered their psychic powers. They can purchase up to 2 Psychic Powers from the list in the Armoury below, though they must purchase at least 1.

Dark Templar

Long ago banished by their brethren for heresy, the dark templar have recently returned to their ancestral home to help battle the Zerg, and other foes. Dark Templar are cloaked at all times, and it is their job to sneak around and perform surgical strikes and key assassinations. Due to their ritual severing of their nerve appendages, they have lost the capacity to manifest some of their psionic powers. Due to this, the Dark Templar have been able to focus on powers to hide themselves, and can afford to be more combat-oriented and sneaky.

Unit Name Points/Model WS BS S T W I A Ld Sv
Dark Templar 115 5 5 4 3 2 5 2 10 4+/4+*

Number/Squadron: 1-3 can be taken as a single Elites choice. They are not required to maintain coherency.

Weapons: Warp Blades.

SPECIAL RULES
Protoss: The Dark Templar follows all the special rules for Protoss above.

Independant: Dark Templar are independant. The cannot join squads or ride in vehicles. For purposes of mission objectives, they cannot capture table corners, hold objectives, or count as surviving troops in a meat grinder mission.

Fearless: Dark Templar are considered fearless, and never need to make Morale checks, and are considered to always pass. They cannot be pinned.

Strike From the Shadows: Dark Templar are always placed in Reserve, even in missions which do not usually allow the Reserves rule. When one becomes available, he may be placed anywhere on the battlefield, and can move and fight normally in the turn that he arrives.

Invisible: Dark Templar move invisibly across the field, going unnoticed by most opponents until they strike, and then they disappear again after they do their job, in order to move on to the next target. To represent this, any squad not in close combat with Dark Templar that wish to shoot them must roll to see them first. Roll a D6, on a 5+ they can be seen and targeted, but if the roll fails, they cannot be targeted and the would-be shooter loses the opportunity to fire upon another target in the confusion. In close combat, this roll becomes easier, as the Dark Templar is right there. In close combat or assault the roll to see is 3+. After an initial roll to begin an Assault, further rolls are not necessary.

Invulnerable: Dark Templar are skilled assassins, and as such, their movements are quick and agile. This allows them to dodge incoming blows, thus their Wound save is Invulnerable.

Heretics: As the Dark Templar were banished for heresy against the Conclave, Judicators still harbor hatred and revulsion for their dark brethren. As such, and army that is led by a Judicator cannot field Dark Templar.

-TROOPS-

Zealot

Zealots are the most numerous soldiers of the Protoss people. They are less powerful psykers, but they make up for it with their fanaticism and technological equipment supplimentation. They are effectively holy warriors to the Protoss cause. With their power armor, psi-blades, and shields, a squad of Zealots can be a terrifying thing.

Unit Name Points/Model WS BS S T W I A Ld Sv
Zealot 40 4 4 4 3 1 4 2/3 8 3+/4+*

Number/Squadron: 5-10 Zealots. The squad can be led by a High Templar, who is considered one with the Troop selection, at the cost above. The High Templar can purchase gear as above. Otherwise, they are led by a Praetor.

Weapons: Psi-Blades.

Options: A squad of Zealots can be armed with plasma pistols at a cost of 15 points per model. Note that since the psi-blades are mounted on the arms, a plasma pistol does not replace one. Also, in order to enhance their attack profile, they may be outfitted with Muscle Augments at 5 points per model and Speed Augments at 10 points per model. The squad can be led by a Pretor or High Templar, who is considered one with the Troop selection, at the cost above. The High Templar can purchase gear as above.

SPECIAL RULES
Protoss: The Zealot follows all the special rules for Protoss above.

Dragoon

Shattered zealots who do not die often choose to become dragoons, and thus are able to continue to fight. Their knowledge of cybernetics, coupled with their power of psionics allows the Dragoon "pilot" to get instantaneous responses from the mech, just as he would have from his old body. The Dragoon is full of an oxygenated nutrient solution that maintains the remnants of the zealot's battered body, and this eliminates their need to eat, drink, or breathe. Thus, Dragoons can operate even in space, and for relatively long periods. The Dragoon's power cells, which happen to be Khaydarin crystals of course, are recharged by the otherwise not-often-used psychic energy of the pilot.

Unit Name Points/Model WS BS S T W I A Ld Sv
Dragoon 75 4 4 6 6 1 4 1 9 3+/4+*

Number/Squadron: 1-3 Dragoons.

Weapons: Antimatter Cannon.

SPECIAL RULES
Protoss: The Dragoon follows all the special rules for Protoss above.

Bionic: Dragoons are effectively like a Dreadnought in that the pilot is interred inside forever, having been severely broken in a previos battle. As such, they have life support equipment that goes above and beyond that of other races. Treat Dragoons as if they are equiped with bionics from the Daemonhunter Armoury. On a roll of 6 on a D6, the Dragoon rises again. On any other roll, they are removed as a casualty.

-FAST ATTACK-

Interceptor Squad

Bringing a full Carrier into combat on the ground requires a serious situation, but while the air battle above happens, the Carrier's Interceptors can descend from the skies and strafe opponents.

Unit Name Points/Model BS Front Side Rear
Interceptor 75 3 10 10 10

Number/Squadron: 1-8.

Weapons: Particle Cannons.

SPECIAL RULES
Replenish: At the beginning of every turn other than the first, rather than moving and shooting, the interceptors can return to their Carrier and resupply for lost units. Much as recycling Necrons through a Monolith, the squad leaves the table, rolls a D6 for every unit no longer in the group, and on a 5+ they get one back. If the whole aquad is destroyed, then the roll may not be made.

Shields: The shields on the Interceptors allow them to take a 4+ Invulnerable save before the opponent rolls to see if they penetrate Armor.

-HEAVY SUPPORT-

Reaver

These large, slug-like machines are essentially walking heavy artillery pieces, capable of self-reloading. The slow reavers are often sent into trouble spots with the intent of destroying high-resistance enemies, armored vehicles, and buildings, however, they cannot fire up into the air, so they are somewhat restiricted in what they can fire at. Their powerful explosives, called scarabs, are built within the reaver itself.

Unit Name Points/Model WS BS S T W I A Ld Sv
Reaver 65 2 3 6 6 3 2 1 10 3+/4+*

Number/Squadron: 1-3.

Weapons: None (see Scarabs.

SPECIAL RULES

Artificer: Much as Tyranid Biovores, Reavers build their ammunition, in this case Scarabs, within their hull, and they possess enough for the entire fight. Unlike Biovores, however, Reavers only fire one variety of explosives, which use this profile:

Range Strength AP Type
Scarab Bomb 48" 8 3 Heavy 1 Blast

Stable Platform: As a reaver is very slow and ponderous, it counts as a stable platform, allowing it to move and fire its scarabs in the same turn.

Fearless: Reavers are automated, and are assumed to pass all Morale tests, even if failure is normally automatic, and they cannot be pinned.

Monstrous Creature: A Reaver is a monstrous creature. Its attacks ignore armor saves and it rolls 2d6 for Armor Penetration against vehicles.

Archon

Though considered one of the most powerful forces the Protoss have at their disposal, the archon is not a prevalent sight. An archon is forged when two high templar are both near death. As a last-ditch effort to survive and defeat their enemies, two high templar will merge mind and body forever to attain the form of archon. Few high templar make this change because it requires two high templar willing to sacrifice the bulk of their psychic power forever, and only a few, near death in combat, are willing to make this sacrifice. The archon is viewed by its kin with honor, as they have made the ultimate sacrifice. Archons appear as burned-black high templars surrounded in a ball of blue energy. What psychic power they had has all been invested into their greatest attack, the psionic shockwave. When not in use, the Archons are confined to shrines, to keep their awesome power in check.

Unit Name Points/Model WS BS S T W I A Ld Sv
Archon 90 4 4 4 6 3 3 N/A 10 2+/4+*

Number/Squadron: 1.

Weapons: None (see Psionic Shockwave).

SPECIAL RULES
Protoss: The Archon follows all the special rules for Protoss above.

Psionic Shockwave: The potent energy of two High Templar have been forced into the burning form of the Archon, which can channel the psychic flames at opponents in their vicinity. Psionic shockwave uses the flamer template, and emits a blast of psychic energy that uses the following template:

Range Strength AP Type
Psionic Shockwave Template 6 3 Assault 1
Psionic Shockwave (enhanced) Template 9 3 Assault 1


The enhanced version is used predominatly on tanks, but then requires a psychic test. This makes it similar to Warp Blast.

Psychic Effigy: The psychic flames that engulf the body of an archon do more than just smolder and gout. Any model in base to base contact with an archon takes an automatic Strength 3 AP- hit before it attacks. This is in lieu of an archon attacking, as it has no close combat capability.

Death Throes: The energy of the Archon is extreme, but also very unstable. When an Archon perishes, it explodes in a terrific blast. Every model within base contact with the Archon takes a S6 hit as it perishes.

Fearless: Archons are considered fearless, and never need to make Morale checks.

Dark Archon

Much like the "regular" archon, the dark archon is a rare thing. A dark archon is forged when two dark templar are both near death. As a last-ditch effort to survive and defeat their enemies, two dark templar will merge mind and body forever to attain the form of dark archon. Few dark templar make this change because they are few in number already, and it requires two dark templar who are willing to sacrifice the bulk of their psychic power and all of their combat ability forever. The dark archon is viewed by its kin with mixed honor and mistrust, as they have likewise made the ultimate sacrifice, but are of dark templar origin, and can now take over the minds of virtally any other being, even a powerful high templar. Also, their lack of combat ability makes it obvious that this mind control of enemies is what they are primarily for. Dark archons appear much as regular archons do, as burned-black high templars surrounded in a ball of energy, but where the archon is blue, the dark archon is red. What psychic power they had has all been invested into their greatest power, mind control. Otherwise, they serve their brethren as psyker-slayers and slowers of their enemy's advance. When not in battle, they are likewise confined, but this is more to keep them from controlling others then to prevent them from destroying their surroundings.

Unit Name Points/Model WS BS S T W I A Ld Sv
Dark Archon 120 4 4 4 6 3 2 N/A 10 2+/4+*

Number/Squadron: 1-2 can be selected as a single Heavy Support choice, but they may be placed separate across the board, and do not need to maintain coherency.

Weapons: None.

SPECIAL RULES
Protoss: The Dark Archon follows all the special rules for Protoss above.

Mind Control: The most powerful ability of the Dark Archon, this allows one to force an opposing unit as a temporary ally. During the Movement phase, instead of moving, the Dark Archon can reach out mentally to any one model up to 24" away and attempt to usurp them for that turn. The Dark Archon makes an opposed Leadership check (D6 plus Leadership) versus the model it is attempting to dominate. If the Dark Archon succeeds, then the opponent model can be used in any way as if it belonged to the Protoss player. It can move, shoot, and assault, and for the moment is not required to maintain coherence. When the turn is over, the opposing player regains control. If his/her model is no longer in coherency with it's squad, the squad must roll to regroup. If the opposing player succeeds the opposed role, then their model is in no way affected. Using this power, whether it succeeds or not, deprives the Dark Archon of its Shields until the beginning of the opponent's next Assault phase. If a controlled opponent assaults another squad, or its own, they can elect to not fight back, if for instance it happened to be the apothacary that you still wanted. If the individual affected is in a squad with a commisar, the commisar must execute them.

Psyker-Slayer: This is the maximum extent of the Dark Archon's pure combat ability. During the Shooting phase, a Dark Archon can target an enemy psyker within 6". Roll a D6 adding the Dark Archon's Leadership. The target psyker must do the same. If the Dark Archon exceeds the roll of the enemy, the target takes one wound for every point above their roll.

Halt the Enemy: The secondary use for the Dark Archon is to slow their enemies as they scurry across the field. They use their extreme psychic power to freeze the nervous systems of enemies, rendering them immobile. During the Shooting phase, the Dark Archon may designate an opposing squad not within close combat within 12". The target squad must make a Leadership check. If they fail, then they cannot move or assault during their next turn. If they succeed, then they may move half their normal distance, as well as assault at half distance. If they succeed by more than half, then they are not affected. For example, if a Dark Archon targets a squad of Howling Banshees (Ld 9), they must make a Leadership check. If they roll 10 or higher, then they cannot move or assault. If they roll between 5 and 9, then they can move 3", fleet of foot half of what they roll, and assault 3". If they roll a 4 or less, they are unaffected.

Psychic Effigy: The psychic flames that engulf the body of a dark archon do more than just smolder and gout. Any model in base to base contact with a dark archon takes an automatic Strength 3 AP- hit before it attacks. This is in lieu of a dark archon attacking, as it has no close combat capability.

Death Throes: The energy of the Dark Archon is extreme, but also very unstable. When a Dark Archon perishes, it explodes in a terrific blast. Every model within base contact with the Archon takes a S5 hit as it perishes.

Fearless: Dark Archons are considered fearless, and never need to make Morale checks.

Photon Cannon

The Protoss make use of very advanced technology, some of which can even make the Eldar seem primitive. One of their weapons is the Photon Cannon Support Weapon. While this weapon can move, it often doesn't, except at the very beginning to get into a good position. The antimatter blasts released by the cannon have an incredible range, extreme punch, and can vaporize almost any type of armor. Rather than being manned, the Photon Cannon is controlled psychically at a distance, via the Khaydaran crystals that make up most of its firing and targeting systems.

Unit Name Points/Model Front Armor Side Armor Rear Armor BS
Photon Cannon 75 14 14 14 4

Battery: 1-3 cannons.

Weapons: Antiparticle Cannon.

SPECIAL RULES
Weapon Platform: Unlike other anti-grav platforms, the nature of the photon cannon is such that it must remain perfectly still in order to be able to fire, thus while it can move during the Movement phase, it cannot fire if it does. The Photon Cannon has the following weapon profile:

Range Strength AP Type
Photon Cannon 36" 7 2 Heavy 1

Pylons: Rather than having a crew to man the photon cannon, the Protoss have rigged pylon power regulators to the weapon, as all of their technology depends upon pylons. Each photon cannon is equipped with two pylons. As long as one still operates the cannon can move or fire, but if both are destroyed, then the cannon is useless (the photon cannon itself cannot be targeted). A Photon Cannon can be equipped with up to three additional pylons, at 25 points each.

Shields: As with all Protoss technology, the Photon Cannon incorporates energy shields, however these are not as good as those used by Protoss models. These shields make use of the alternate rule above, downgrading the Strength of incoming attacks. Roll a d3 to see how much the attacks are decreased.

-SPECIAL CHARACTERS-

Judicator Aldaris

Judicator Aldaris is the unofficial leader of the Protoss. As the most powerful remaining Judicator, the arrogant Aldaris commands his brethren as he sees fit. At his disposal is the rest of the Conclave Council, as well as the military strength of all the Protoss peoples. His hatred of change and his well-ingrained dogma is what keeps the Dark Templar from completely reintegrating into the Protoss people.

Unit Name Points/Model WS BS S T W I A Ld Sv
Aldaris 250 4 4 5 7 4 4 3 10 5+/4+*

Special Character: A 2000 point Protoss army may include Judicator Aldaris. If selected he counts as an HQ choice on the Force Organization Chart.

Equipment: Pariah Warscythe (15), Claws, Phylactery (15), Resurrection Orb (40), Phase Shifter (30)

SPECIAL RULES
Protoss: Judicator Aldaris follows all the special rules for Protoss above.

Staff of the Ancients: This ancient relic of the Xel'Naga is carried by Aldaris into battle. This staff counts as a power weapon and it also allows Aldaris to manifest an additional psychic power each turn.

Psyker: Aldaris is a mighty psyker. He may use the Psionic Storm, Hallucinate, and Mind War psychic powers.

High Judicator: As head of the Judicators, any units within 12" of Aldaris automatically succeed Morale tests. However, if he should die, then all units within a 24" radius must make a Morale test, and no re-rolls from other Judicators may be used.

Conclave High Council: If Aldaris is going to go into battle, then the situation must be dire. If he desires, and he often does, then Aldaris can have other Judicators come with him as backup, as well as Zealots or High Templar as bodyguards. See the Eldar Ulthwe Seer Council as an example. Aldaris can call upon up to 3 other Judicators, and as many Zealots or High Templar as he cares to enlist. They cost as normal for their units, and the whole Council counts as a single HQ choice.

Prelate Zeratul

Zeratul is the second in command of the Dark Templar, with only Mariarch Rasagul outranking him. Zeratul leads his dark brethren into battle when the need calls for it. He has seen many things in the millennia of his lifetime, and it was he who arranged for the Protoss and the Dark Templar to rediscover each other.

Unit Name Points/Model WS BS S T W I A Ld Sv
Prelate Zeratul 250 6 5 4 3 3 7 4/5 10 4+/4+*

Special Character: A 2000 point Protoss army may include Zeratul. If selected he counts as an HQ choice on the Force Organization Chart.

Equipment: Warp Blades

SPECIAL RULES
Protoss: Zeratul follows all the special rules for Protoss above.

Independant: Zeratul is independant. He cannot join squads or ride in vehicles. For purposes of mission objectives, he cannot capture table corners, hold objectives, or count as surviving troops in a meat grinder mission.

Fearless: Zeratul is considered fearless, and never needs to make Morale checks, and is considered to always pass. He cannot be pinned.

Strike From the Shadows: Zeratul is always placed in Reserve, even in missions which do not usually allow the Reserves rule. When he becomes available, he may be placed anywhere on the battlefield, and can move and fight normally in the turn that he arrives.

Improved Invisible: Zeratul is ancient, and incredibly skilled at his profession. To represent this, he has Invisibility, but with the following changes. The roll to see is a D6, on a 5+ he can be seen and targeted, but if the roll fails, he cannot be targeted and the would-be shooter loses the opportunity to fire upon another target in the confusion. In close combat, this roll remains a 5+.

Invulnerable: Zeratul is a gifted assassin, and as such, his movements are quick and agile. This allows him to dodge incoming blows, thus his Wound save is Invulnerable.

Heretic: Zeratul follows the Heretic rules for Dark Templar above.

PROTOSS PSYCHIC POWERS
Psionic Storm: As Eldritch Storm, but stronger. Strength 6, no AP.
Hallucinate: The Protoss are often outnumbered when they fight, and even with their advanced technology, this can be a difficult problem to overcome. To compensate for this, the Templar learned how to use their psychic powers to fool their foes into believing that there are more Protoss their than there trully is. During the Shooting Phase, the psyker chooses a squad within 24" and makes a Psychic Test. If the test fails, nothing happens, but if the test succeeds, than the squad is under the following effect. Any attack made at the squad that turn, whether Shooting or Assault requires a roll. Every model, not squad, that is attacking the affected squad, must roll a d6. On an odd roll, they attack an illusion, and do not harm any Protoss in the squad. If they roll even, then they attack the squad as normal. This lasts until the start of the next Protoss turn. Obviously, Ordinance and Flamer Weapons are not affected by this power, as they hit everything within their radius.
Mind War: As Eldar power. See Codex: Eldar for details.

-Protoss Scenarios-

Expeditionary Force
This scenario assumes that the Protoss are always the attacker.
Attacker's Overview: The planet is infested with Zerg, Tyranids, or some destructive, dangerous force, and the Conclave Council or the Twilight Matriachy have determined that the offenders must be eradicated.
Defender's Overview:
Scenario Special Rules:

Set-Up

1: As Blitz Mission, p 155.
2: As Blitz Mission, p 155.
3: As Blitz Mission, p 155.
4: As Blitz Mission, p 155.
5: The attacker resolves his preliminary bombardment.
6: Attacker gets free movement phase as first turn.
7: The attacker begins Deep Striking as second turn starts or come in on their table edge from reserves.

Fluff: The Council, ordering you to take a site on the planet below, sends you with a fleet of Carriers and Arbiters. As they arrive, they fire-bomb the fortifications from orbit, and then proceed to have Arbiters descend to the near-surface, where they make use of the recall capacity, teleporting your forces to the battlefield.

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